Haste: Broken Worlds
game
7/20/2026

Haste: Broken Worlds

byLandfall
8.7
The Verdict
"Haste: Broken Worlds is what happens when a studio famous for jokes decides to be serious about one thing. The movement system is genuinely great — not "great for an indie," great outright — and Landfall had the discipline to build everything else in service of it rather than around it. The campaign's brevity and the generator's eventual repetition are real costs, and the roguelite trimmings won't satisfy anyone who came for the roguelite. But those complaints describe the container, not the contents. The contents are ten hours of the purest, best-tuned sense of speed in modern games, with co-op and Workshop support standing by to multiply them. The Steam crowd's 93% isn't hype. It's an accurate reading of a game that knows exactly what it is and executes it nearly flawlessly."

Gallery

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Key Features

Momentum-based movement: Speed is earned, not given. Surfing slopes, chaining ramps, and grading every landing creates a skill ceiling that keeps climbing long after the credits.
Ten-Shard campaign with lives-based runs: Procedurally generated stages grouped into distinct Shards, cleared under the pressure of a finite life pool — enough roguelite tension to matter, not enough to punish.
Roguelite upgrade layer: Currency from skillful play buys ability and gear upgrades between levels, letting builds lean into your play style without drowning the run in menus.
Online co-op and Steam Workshop: Race the full campaign with friends, then hand the level design keys to the community — the two features that convert a 10-hour game into a 100-hour one.

The Good

Best-in-class movement with a sky-high skill ceiling
Landing-grade system makes every second a skill test
Co-op and Workshop support extend longevity dramatically
Gorgeous, legible art direction at extreme speed

The Bad

Campaign is short; ten Shards go by fast
Procedural stages start rhyming by the back third
Roguelite upgrade layer is thin for genre devotees
No Workshop content on Switch 2

In-Depth Review

Bottom Line: Landfall has built the best pure-movement game since Neon White — a downhill sprint through the apocalypse where flow state is the whole point. It's short and occasionally repetitive, but while it lasts, almost nothing else feels this good in your hands.

The Gameplay Loop

Haste understands something most runners don't: speed isn't a reward, it's a responsibility. The faster Zoe moves, the less time you have to read terrain, and the more each landing matters. The game grades your landings in real time — nail a descending slope at the right angle and you gain speed; slap down flat and you bleed it. This transforms procedurally generated terrain from a novelty into a sight-reading exercise. You're not memorizing levels. You're learning a language.

The feedback loop is ruthless in the best way. A perfect landing produces a hit of audiovisual confirmation that lands somewhere between Tony Hawk's combo chime and a rhythm game's "PERFECT." Miss three landings in a row and you can feel the run deflate. Within an hour, you stop thinking about individual inputs and start thinking in lines — where the next slope is, whether that ramp is worth the airtime, whether you can thread the gap without scrubbing speed. That's flow state, and Haste manufactures it more reliably than any game in recent memory.

Structure and Friction

The Shard structure gives the campaign real stakes without roguelite cruelty. Each Shard is a series of stages; run out of lives and you restart the Shard, not the game. It's a well-judged middle ground — enough pressure that a boss stage with one life left genuinely spikes your heart rate, not so much that a bad night erases progress. The between-level upgrade economy is light, and honestly, that's fine. The upgrades nudge; they don't define. Purists will call the roguelite layer thin. I'd call it appropriately deferential to the movement, which is the actual product.

Where the friction shows is longevity of the base campaign. Ten Shards move quickly when the whole point is moving quickly, and the procedural generation — excellent at producing playable terrain — is less good at producing memorable terrain. By Shard seven or eight, you've seen most of the generator's vocabulary, and stages start rhyming. The endgame answer is chasing rank thresholds and community content, which will be plenty for the leaderboard-brained and thin for everyone else.

Co-op and Community

Online co-op through the full campaign is the quiet headline. Racing a friend through collapsing worlds turns the game's solitary flow state into something competitive and loud, and it papers over the repetition problem — procedural stages you've "seen before" feel new when someone is beating you through them. Steam Workshop support is the long-tail insurance policy. Landfall has cultivated modding communities before, and giving players the tools here is the difference between a game that peaks at launch and one that compounds.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.